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/*
   Copyright (c) 2016 DIVIDE-Studio
   Copyright (c) 2009 Ionut Cava

   This file is part of DIVIDE Framework.

   Permission is hereby granted, free of charge, to any person obtaining a copy
   of this software
   and associated documentation files (the "Software"), to deal in the Software
   without restriction,
   including without limitation the rights to use, copy, modify, merge, publish,
   distribute, sublicense,
   and/or sell copies of the Software, and to permit persons to whom the
   Software is furnished to do so,
   subject to the following conditions:

   The above copyright notice and this permission notice shall be included in
   all copies or substantial portions of the Software.

   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
   IMPLIED,
   INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
   PARTICULAR PURPOSE AND NONINFRINGEMENT.
   IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
   DAMAGES OR OTHER LIABILITY,
   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR
   IN CONNECTION WITH THE SOFTWARE
   OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

 */

#ifndef _SHARED_MUTEX_BOOST_H_
#define _SHARED_MUTEX_BOOST_H_

#include <boost/thread/shared_mutex.hpp>
#include <boost/thread/locks.hpp>
#include <shared_mutex>

namespace Divide {

/// Thread safety optimised for multiple-reades, single write
typedef boost::shared_mutex SharedLock;
typedef boost::unique_lock<SharedLock> WriteLock;
typedef boost::shared_lock<SharedLock> ReadLock;
typedef boost::upgrade_lock<SharedLock> UpgradableReadLock;
typedef boost::upgrade_to_unique_lock<SharedLock> UpgradeToWriteLock;

};  // namespace Divide

#endif //_SHARED_MUTEX_BOOST_H_

Commits for Divide-Framework/trunk/Source Code/Platform/Threading/Headers/SharedMutex.h

Diff revisions: vs.
Revision Author Commited Message
827 Diff Diff IonutCava picture IonutCava Sun 22 Jan, 2017 21:59:36 +0000

[IonutCava]
- ShaderBuffers now decide heuristically if they get persistently mapped or not (depends on size. Current limit is 512Kb for subData calls.
- Separate visible node command generation into 2 steps: onRender and getDrawPackage. onRender allows the creation of parallel tasks that should finish by the time the second call, getDrawPackage reaches the same node
- Update ParticleEmitter to take into account multiple players and increase parallelism at the cost of memory consumption and complexity.
- Add a default bounding box for Players (add extents to SceneTransform nodes)
- All buffers (ShaderBuffer, d3dConstantBuffer, glUniformBuffer, glBufferImpl, glGenericBuffer, etc) use BufferParams for creation.
— Constructor and create calls have been merged together

750 Diff Diff IonutCava picture IonutCava Thu 07 Jul, 2016 16:02:03 +0000

[IonutCava]
- Static analysis based fixes and improvements

664 Diff Diff IonutCava picture IonutCava Wed 30 Mar, 2016 16:23:51 +0000

[IonutCava]
- Split some render bin loops into multiple tasks
- Cleaned up the Task class
- Attempt to improve Console multithreaded performance (does not compile yet)

648 Diff Diff IonutCava picture IonutCava Sun 21 Feb, 2016 16:32:52 +0000

[IonutCava]
- Update copyright notice
- Move BoundingBox and BoundingSphere to a new BoundsComponent
— Add a temp hack in SceneGraphNode to update these

350 Diff Diff IonutCava picture IonutCava Tue 10 Feb, 2015 16:25:39 +0000

[Ionut]
- Simplified some Util-namespace level functions by using STL algorithms where possible
- Formatted the entire codebase using clang-format with the following style: "{BasedOnStyle: Google, IndentWidth: 4}"
- Attempted to make ProfileTimer thread-safe (temp fix until std::chrono works properly in Visual Studio)

343 Diff Diff IonutCava picture IonutCava Thu 15 Jan, 2015 17:30:12 +0000

[Ionut]
- Refactored 2 singletons into static classes (Console and TerrainLoader)
- Changed some C-casts to static_casts
- Updated copyright notices

334 IonutCava picture IonutCava Wed 10 Dec, 2014 17:21:22 +0000

[Ionut]
- Reorganized the Hardware project and renamed to "Platform"
- Reorganized the Server project